Star Citizen [Sci-fi MMO]

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rosencrantz
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Re: Star Citizen [Sci-fi MMO]

Post by rosencrantz » Thu Nov 29, 2012 2:57 pm

This + Aircraft in PS2 are why I'm thinking of snagging a joystick. (My old ones are way old and can't connect anymore).

Any suggestions?

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Re: Star Citizen [Sci-fi MMO]

Post by Shaun » Sun Dec 02, 2012 4:29 am

This is the one I was thinking of getting.

http://www.amazon.com/Saitek-X52-Flight ... d+throttle

Not sure if it is any good but it gets 4 stars on amazon.

It is either that or

http://www.amazon.com/Thrustmaster-T-Fl ... d+throttle

But I kind of want the Saitek.

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Re: Star Citizen [Sci-fi MMO]

Post by rosencrantz » Mon Dec 03, 2012 7:17 pm

The Saitech looks interesting, but one of the reviews I read put me off it. (Rudder controls by rotating the stick, no me gusta).

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Re: Star Citizen [Sci-fi MMO]

Post by Shaun » Mon Dec 03, 2012 9:16 pm

I think I had a force feed back that had that before and took some getting used to. But after that I don't think I minded so much.

I did end up ordering the Saitek and plan to try it out on MWOnline.

So I can give an update on how well it works in that game.

Don't really have any other games currently that I want to user a joystick for. Or really have installed at this point.

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Re: Star Citizen [Sci-fi MMO]

Post by carrier » Mon Apr 01, 2013 3:32 pm

Highly recommend taking some time to read this article if you are at all interested in this game.

Game sounds pretty damn cool. I hope it can live up to promises, and expectations.

Article source: http://massively.joystiq.com/2013/03/30 ... rafting-ec
Spoiler:
This week we have a special GDC edition of Some Assembly Required. I had the opportunity to sit down with Chris Roberts and talk about his highly anticipated space sim sandbox, Star Citizen. We talked lore, the game's PvP/PvE sliders and living universe concepts, guilds, and when players can expect to get in some dogfighting. Roberts also delved deeply into the crafting and economic aspects of the game.

If you miss the days of carving out a name for yourself and your wares and/or cornering the market and building an economic empire, you'll definitely want to keep an eye on Star Citizen.

Population = body snatchers
Before jumping into crafting, you must understand how the population works in Star Citizen. Roberts explained that each system will have a pre-determined number of people, be they live players or AI-driven NPCs. Whenever a player wants to enter the system, he will take the place of one of the AI.

For instance, if a pirate player wants to join in, then a pirate NPC gets bumped out. But as long as the NPCs are there, they are living, working, trading, pirating, manufacturing, or whatever else -- just as a player would do. Roberts explains:

"Sometimes with MMOs if there isn't a big player population, it feels empty and dead. I don't want this universe to have that. We simulate it, it's all happening. And then if there are a lot of players online at one time, more of [the population] will be real players."

Having a vibrant living universe regardless of how many players happen to be online has another benefit. "It also means that the real players can't spike the economy," Roberts pointed out. He gave this example to illustrate: "If there were 20 million AI agents running the universe and two million concurrent players online, [the players are] only 10% of the actually population of that universe. Yes they can affect some of the pricing, but they'll never be able to totally destroy the economy."

Crafting and the Economy
Roberts' comments demonstrate a concern for the economy, but how exactly will it work, and what role will players have in it? Will there be drops from mobs? And how does crafting fit in?

For one, there will not be drops in the traditional sense. While a player may be able to salvage something off of a destroyed ship, there aren't specific loot tables encouraging players go to specific areas to farm in the hopes of getting a certain something. Remember, the AI is living in this world as well, not just hanging out waiting for players to come along and interact with it. Unique items might be had from killing a boss, but since once a boss is dead he's gone for good, there is no boss-farming. Thus, most goods will come from crafting.

The crafting system in Star Citizen will be different than that of a traditional MMO. In fact, Roberts likened it to SimCity's. Production nodes and factories will be present on the planets, but whether an AI agent runs one or a player does depends on whether a player has purchased it. If a player owns the factory, she has to manage all aspects of production, from getting resources to keeping factory workers happy to getting equipment to distribution to the market. If no player owns it, then the AI takes care of everything, including getting goods out to the market (so there will always be a market, even if players aren't currently filling it).


To illustrate the crafting process, we'll use the example of a laser. For a laser to come into being, it needs to be manufactured at a factory in a laser production node. The node needs raw materials to make the laser, so the node spawns missions on the mission board requesting those particular materials. These jobs are taken by others, and when the materials are delivered, the factory goes into production. Once the final product is done, it can be sold via a storefront, either exclusively right on the planet or far away. In order to get the product to outlying storefronts, players will have to do the transporting themselves. The crafter can take it himself or he can hire someone to make the delivery for him. He can even hire an escort for protection. At each step along this path, AI will fill the role if a live player is unavailable.

In the Star Citizen's economy, there's a role for everyone. Players can choose to own the factories, produce the goods, obtain the raw materials, transport the goods, run the storefronts, or even pirate the goods. Players can also contribute by overclocking ship components, which involves taking a basic item and improving it. Roberts says that players can make names for themselves in any of these areas, whether by creating a large economic empire or filling a smaller niche. And to help facilitate those who really want to delve into the economic aspect of the game, the game's planned companion app will allow players to manage all facets of their businesses even when they can't log in.

Additionally, if a factory is mismanaged and its owner can't pay his workers and is forced to lay them off, the population of the planet becomes unhappy. And an unhappy planet spawns more criminal missions, which increases piracy in the star system.

Lore, Guilds, and PvP
After the exciting reveal about crafting and the economy, the discussion turned to a few other topics, including lore, guilds, and PvP.

When asked about his involvement in the creation of the extensive lore of Star Citizen's website, Roberts said that although he is not writing the stories directly, he is very hands-on in giving his input and overseeing the process. He also said that players will see characters like Kid Crimson and Cal Mason in the game. Star Citizen's lore and stories are a way to introduce people to how the world works through fiction instead of dry walls of text -- a tutorial, if you will, before actually getting into the finished game.

In terms of guilds, Roberts talked about having different levels of social structures, from small groups of you and your friends to large groups numbering in the hundreds. While there will be perks available for guilds (like special guild hangars), Roberts stated, "I don't want to make it like EVE where you have to be part of a big corp to really do anything."


We also asked Roberts about the design of the game's proposed PvP/PvE slider and whether players could change it on the fly. Roberts answered that the design choice wasn't set, but his instinct is for players to only be able to change the slider when planetside, preventing them from dodging imminent PvP. The idea is to have planets be save points, while space has none. Players who have their slider set to PvP will find more live players in the population in their area, whereas those who set it to PvE will have more AI.

Coming Soon (just not soon enough)
Itching to play? The good news is that players are expected to be able to get into aspects of the game before the year is out. Roberts explained that a hangar module that will allow for players to mess around with their ships in limited fashion is set for August, while a version of the game's dogfighting module is planned for December. More specifically, hangar module will allow players to access their hangars, check out their equipment, and even invite friends over. Then, come December, players will be able to get out and participate in dogfights. Roberts says that the full game will likely release toward the end of 2014.
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Re: Star Citizen [Sci-fi MMO]

Post by rosencrantz » Mon Apr 01, 2013 3:57 pm

Oooh, nice! I should be keeping more up to date with this game since I helped kick start it. I just haven't been.. :/

The AI concept sounds pretty advanced. I'm not sure that will make it all the way to reality unless they have some really amazing programers or processing power, or.... something... I can see AI haulers being fairly easy to implement. Other stuff I'm dubious about.

Maybe if they came up with a way to harness player CPU cycles for local system processing. But they'd have to do it very carefully to prevent hackers from exploiting it.

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Star Citizen

Post by Parared » Mon Aug 26, 2013 1:09 pm

So, Star Citizen just made its 16M stretch goal. I'm on board. Anyone else? It really cought
my eye that the new 18M stretch goal is .. a private star system for everyone who supports
during pre-launch.

Lots of hope for this game.

https://robertsspaceindustries.com/

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Re: Star Citizen

Post by carrier » Mon Aug 26, 2013 1:33 pm

Parared wrote:So, Star Citizen just made its 16M stretch goal. I'm on board. Anyone else? It really cought
my eye that the new 18M stretch goal is .. a private star system for everyone who supports
during pre-launch.

Lots of hope for this game.

https://robertsspaceindustries.com/
I merged your post with this already existing thread to continue the conversation :) hope you don't mind.

I have not pledged any money, but I've kept my eye on the game. It looks pretty sweet, no doubt. And with 16mil in donations they can make a fine product. Its about time for a good sci-fi MMO. There are some companies trying to fill that niche, but this one may have the most promise.
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Re: Star Citizen [Sci-fi MMO]

Post by carrier » Mon Aug 26, 2013 8:06 pm

Pretty cool little throw-back video high lighting the old Wing Commander from 1990.

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Re: Star Citizen [Sci-fi MMO]

Post by Parared » Sun Sep 01, 2013 11:50 am

Woah .. they hit 17M, about a week after making 16. Not sure what that level
of buy-in means, but come-on personal star system!

And the released the Hanger Module. Which looks like an in-game asset, essentially
your hanger. I got to crawl around my freelancer a bit.

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Re: Star Citizen [Sci-fi MMO]

Post by Parared » Fri Sep 06, 2013 6:12 pm

$18M !!!

Dat private star system!

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Re: Star Citizen [Sci-fi MMO]

Post by Shaun » Fri Sep 06, 2013 7:40 pm

Seems like you have to pay a decent sum to get a package with anything worthwhile.

Didn't think it was worth the normal investment I would put into a normal game.

Did you invest in it? If so what package? And lastly do you think it was worth it?

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Re: Star Citizen [Sci-fi MMO]

Post by Parared » Fri Sep 06, 2013 10:06 pm

I *really* liked Wing Commander, as well as Elite, so I got spun up over
Star Citizen. I've bought the Freelancer package, which is an trading
exploration ship. Given what I've seen so far, I'm still happy and
looking forward to it being released. They recently released the
hanger module, which is a simple in game asset that shows your
hanger with your ship sitting there. So you can walk through your
ship and see how shiny it looks :).

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Re: Star Citizen [Sci-fi MMO]

Post by Shaun » Fri Sep 06, 2013 11:47 pm

I am definitely an old wing commander and freelancer fan as well. This is why I want to play in this universe. But not eager to put any money into it yet.

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Re: Star Citizen [Sci-fi MMO]

Post by rosencrantz » Mon Sep 09, 2013 1:29 am

Parared wrote:Woah .. they hit 17M, about a week after making 16. Not sure what that level
of buy-in means, but come-on personal star system!

And the released the Hanger Module. Which looks like an in-game asset, essentially
your hanger. I got to crawl around my freelancer a bit.
It wasn't until I saw one of Scott Manley's Star Citizen videos that I seriously started thinking about upgrading and buying another ship.... (specifically the freelancer)

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